2024-08-09 16:55:53 +04:00

652 lines
27 KiB
Swift

import Foundation
import UIKit
import Display
import AsyncDisplayKit
import ComponentFlow
import STCMeshView
private final class FPSView: UIView {
private var lastTimestamp: Double?
private var counter: Int = 0
private var fpsValue: Int?
private var fpsString: NSAttributedString?
override init(frame: CGRect) {
super.init(frame: frame)
self.layer.anchorPoint = CGPoint()
self.backgroundColor = .black
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func update() {
self.counter += 1
let timestamp = CACurrentMediaTime()
let deltaTime: Double
if let lastTimestamp = self.lastTimestamp {
deltaTime = timestamp - lastTimestamp
} else {
deltaTime = 1.0 / 60.0
self.lastTimestamp = timestamp
}
if deltaTime >= 1.0 {
let fpsValue = Int(Double(self.counter) / deltaTime)
if self.fpsValue != fpsValue {
self.fpsValue = fpsValue
let fpsString = NSAttributedString(string: "\(fpsValue)", attributes: [.foregroundColor: UIColor.white])
self.bounds = fpsString.boundingRect(with: CGSize(width: 100.0, height: 100.0), context: nil).integral
self.fpsString = fpsString
self.setNeedsDisplay()
}
self.counter = 0
self.lastTimestamp = timestamp
}
}
override func draw(_ rect: CGRect) {
guard let fpsString = self.fpsString else {
return
}
fpsString.draw(at: CGPoint())
}
}
private extension CGPoint {
static func -(lhs: CGPoint, rhs: CGPoint) -> CGPoint {
return CGPoint(x: lhs.x - rhs.x, y: lhs.y - rhs.y)
}
static func +(lhs: CGPoint, rhs: CGPoint) -> CGPoint {
return CGPoint(x: lhs.x + rhs.x, y: lhs.y + rhs.y)
}
static func *(lhs: CGPoint, rhs: CGFloat) -> CGPoint {
return CGPoint(x: lhs.x * rhs, y: lhs.y * rhs)
}
}
private func length(_ v: CGPoint) -> CGFloat {
return sqrt(v.x * v.x + v.y * v.y)
}
private func normalize(_ v: CGPoint) -> CGPoint {
let len = length(v)
return CGPoint(x: v.x / len, y: v.y / len)
}
private struct RippleParams {
var amplitude: CGFloat
var frequency: CGFloat
var decay: CGFloat
var speed: CGFloat
init(amplitude: CGFloat, frequency: CGFloat, decay: CGFloat, speed: CGFloat) {
self.amplitude = amplitude
self.frequency = frequency
self.decay = decay
self.speed = speed
}
}
private func rippleOffset(
position: CGPoint,
origin: CGPoint,
time: CGFloat,
params: RippleParams
) -> CGPoint {
// The distance of the current pixel position from `origin`.
let distance: CGFloat = length(position - origin)
if distance < 1.0 {
return position
}
// The amount of time it takes for the ripple to arrive at the current pixel position.
let delay = distance / params.speed
// Adjust for delay, clamp to 0.
var time = time
time -= delay
time = max(0.0, time)
// The ripple is a sine wave that Metal scales by an exponential decay
// function.
var rippleAmount = params.amplitude * sin(params.frequency * time) * exp(-params.decay * time)
let absRippleAmount = abs(rippleAmount)
if rippleAmount < 0.0 {
rippleAmount = -absRippleAmount
} else {
rippleAmount = absRippleAmount
}
if distance <= 60.0 {
rippleAmount = 0.3 * rippleAmount
}
// A vector of length `amplitude` that points away from position.
let n: CGPoint
n = normalize(position - origin)
// Scale `n` by the ripple amount at the current pixel position and add it
// to the current pixel position.
//
// This new position moves toward or away from `origin` based on the
// sign and magnitude of `rippleAmount`.
return n * (-rippleAmount)
}
func transformToFitQuad2(frame: CGRect, topLeft tl: CGPoint, topRight tr: CGPoint, bottomLeft bl: CGPoint, bottomRight br: CGPoint) -> (frame: CGRect, transform: CATransform3D) {
let frameTopLeft = frame.origin
let transform = rectToQuad(
rect: CGRect(origin: CGPoint(), size: frame.size),
quadTL: CGPoint(x: tl.x - frameTopLeft.x, y: tl.y - frameTopLeft.y),
quadTR: CGPoint(x: tr.x - frameTopLeft.x, y: tr.y - frameTopLeft.y),
quadBL: CGPoint(x: bl.x - frameTopLeft.x, y: bl.y - frameTopLeft.y),
quadBR: CGPoint(x: br.x - frameTopLeft.x, y: br.y - frameTopLeft.y)
)
let anchorPoint = frame.origin
let anchorOffset = CGPoint(x: anchorPoint.x - frame.origin.x, y: anchorPoint.y - frame.origin.y)
let transPos = CATransform3DMakeTranslation(anchorOffset.x, anchorOffset.y, 0)
let transNeg = CATransform3DMakeTranslation(-anchorOffset.x, -anchorOffset.y, 0)
let fullTransform = CATransform3DConcat(CATransform3DConcat(transPos, transform), transNeg)
return (frame, fullTransform)
}
func transformToFitQuad(frame: CGRect, topLeft tl: CGPoint, topRight tr: CGPoint, bottomLeft bl: CGPoint, bottomRight br: CGPoint) -> (frame: CGRect, transform: CATransform3D) {
let boundingBox = boundingBox(forQuadWithTR: tr, tl: tl, bl: bl, br: br)
let frameTopLeft = boundingBox.origin
let transform = rectToQuad(
rect: CGRect(origin: CGPoint(), size: frame.size),
quadTL: CGPoint(x: tl.x - frameTopLeft.x, y: tl.y - frameTopLeft.y),
quadTR: CGPoint(x: tr.x - frameTopLeft.x, y: tr.y - frameTopLeft.y),
quadBL: CGPoint(x: bl.x - frameTopLeft.x, y: bl.y - frameTopLeft.y),
quadBR: CGPoint(x: br.x - frameTopLeft.x, y: br.y - frameTopLeft.y)
)
// To account for anchor point, we must translate, transform, translate
let anchorPoint = frame.center
let anchorOffset = CGPoint(x: anchorPoint.x - boundingBox.origin.x, y: anchorPoint.y - boundingBox.origin.y)
let transPos = CATransform3DMakeTranslation(anchorOffset.x, anchorOffset.y, 0)
let transNeg = CATransform3DMakeTranslation(-anchorOffset.x, -anchorOffset.y, 0)
let fullTransform = CATransform3DConcat(CATransform3DConcat(transPos, transform), transNeg)
// Now we set our transform
return (boundingBox, fullTransform)
}
private func boundingBox(forQuadWithTR tr: CGPoint, tl: CGPoint, bl: CGPoint, br: CGPoint) -> CGRect {
var boundingBox = CGRect.zero
let xmin = min(min(min(tr.x, tl.x), bl.x), br.x)
let ymin = min(min(min(tr.y, tl.y), bl.y), br.y)
let xmax = max(max(max(tr.x, tl.x), bl.x), br.x)
let ymax = max(max(max(tr.y, tl.y), bl.y), br.y)
boundingBox.origin.x = xmin
boundingBox.origin.y = ymin
boundingBox.size.width = xmax - xmin
boundingBox.size.height = ymax - ymin
return boundingBox
}
func rectToQuad(rect: CGRect, quadTL topLeft: CGPoint, quadTR topRight: CGPoint, quadBL bottomLeft: CGPoint, quadBR bottomRight: CGPoint) -> CATransform3D {
return rectToQuad(rect: rect, quadTLX: topLeft.x, quadTLY: topLeft.y, quadTRX: topRight.x, quadTRY: topRight.y, quadBLX: bottomLeft.x, quadBLY: bottomLeft.y, quadBRX: bottomRight.x, quadBRY: bottomRight.y)
}
private func rectToQuad(rect: CGRect, quadTLX x1a: CGFloat, quadTLY y1a: CGFloat, quadTRX x2a: CGFloat, quadTRY y2a: CGFloat, quadBLX x3a: CGFloat, quadBLY y3a: CGFloat, quadBRX x4a: CGFloat, quadBRY y4a: CGFloat) -> CATransform3D {
let X = rect.origin.x
let Y = rect.origin.y
let W = rect.size.width
let H = rect.size.height
let y21 = y2a - y1a
let y32 = y3a - y2a
let y43 = y4a - y3a
let y14 = y1a - y4a
let y31 = y3a - y1a
let y42 = y4a - y2a
let a = -H * (x2a * x3a * y14 + x2a * x4a * y31 - x1a * x4a * y32 + x1a * x3a * y42)
let b = W * (x2a * x3a * y14 + x3a * x4a * y21 + x1a * x4a * y32 + x1a * x2a * y43)
let c = H * X * (x2a * x3a * y14 + x2a * x4a * y31 - x1a * x4a * y32 + x1a * x3a * y42) - H * W * x1a * (x4a * y32 - x3a * y42 + x2a * y43) - W * Y * (x2a * x3a * y14 + x3a * x4a * y21 + x1a * x4a * y32 + x1a * x2a * y43)
let d = H * (-x4a * y21 * y3a + x2a * y1a * y43 - x1a * y2a * y43 - x3a * y1a * y4a + x3a * y2a * y4a)
let e = W * (x4a * y2a * y31 - x3a * y1a * y42 - x2a * y31 * y4a + x1a * y3a * y42)
let f = -(W * (x4a * (Y * y2a * y31 + H * y1a * y32) - x3a * (H + Y) * y1a * y42 + H * x2a * y1a * y43 + x2a * Y * (y1a - y3a) * y4a + x1a * Y * y3a * (-y2a + y4a)) - H * X * (x4a * y21 * y3a - x2a * y1a * y43 + x3a * (y1a - y2a) * y4a + x1a * y2a * (-y3a + y4a)))
let g = H * (x3a * y21 - x4a * y21 + (-x1a + x2a) * y43)
let h = W * (-x2a * y31 + x4a * y31 + (x1a - x3a) * y42)
var i = W * Y * (x2a * y31 - x4a * y31 - x1a * y42 + x3a * y42) + H * (X * (-(x3a * y21) + x4a * y21 + x1a * y43 - x2a * y43) + W * (-(x3a * y2a) + x4a * y2a + x2a * y3a - x4a * y3a - x2a * y4a + x3a * y4a))
let kEpsilon = 0.0001
if abs(i) < kEpsilon {
i = kEpsilon * (i > 0 ? 1.0 : -1.0)
}
let transform = CATransform3D(
m11: a / i, m12: d / i, m13: 0, m14: g / i,
m21: b / i, m22: e / i, m23: 0, m24: h / i,
m31: 0, m32: 0, m33: 1, m34: 0,
m41: c / i, m42: f / i, m43: 0, m44: 1.0
)
return transform
}
public protocol SpaceWarpNode: ASDisplayNode {
var contentNode: ASDisplayNode { get }
func triggerRipple(at point: CGPoint)
func update(size: CGSize, cornerRadius: CGFloat, transition: ComponentTransition)
}
private final class MaskGridLayer: SimpleLayer {
private var itemLayers: [SimpleLayer] = []
private var resolution: (x: Int, y: Int)?
func updateGrid(size: CGSize, resolutionX: Int, resolutionY: Int, cornerRadius: CGFloat) {
if let resolution = self.resolution, resolution.x == resolutionX, resolution.y == resolutionY {
return
}
self.resolution = (resolutionX, resolutionY)
for itemLayer in self.itemLayers {
itemLayer.removeFromSuperlayer()
}
self.itemLayers.removeAll()
let itemSize = CGSize(width: size.width / CGFloat(resolutionX), height: size.height / CGFloat(resolutionY))
let topLeftCorner = CGRect(origin: CGPoint(), size: CGSize(width: cornerRadius, height: cornerRadius))
let topRightCorner = CGRect(origin: CGPoint(x: size.width - cornerRadius, y: 0.0), size: CGSize(width: cornerRadius, height: cornerRadius))
let bottomLeftCorner = CGRect(origin: CGPoint(x: 0.0, y: size.height - cornerRadius), size: CGSize(width: cornerRadius, height: cornerRadius))
let bottomRightCorner = CGRect(origin: CGPoint(x: size.width - cornerRadius, y: size.height - cornerRadius), size: CGSize(width: cornerRadius, height: cornerRadius))
var cornersImage: UIImage?
if cornerRadius > 0.0 {
cornersImage = generateImage(CGSize(width: cornerRadius * 2.0 + 200.0, height: cornerRadius * 2.0 + 200.0), rotatedContext: { size, context in
context.clear(CGRect(origin: CGPoint(), size: size))
context.setFillColor(UIColor.black.cgColor)
context.addPath(UIBezierPath(roundedRect: CGRect(origin: CGPoint(), size: size), cornerRadius: cornerRadius).cgPath)
context.fillPath()
})
}
for y in 0 ..< resolutionY {
for x in 0 ..< resolutionX {
let itemLayer = SimpleLayer()
itemLayer.backgroundColor = UIColor.black.cgColor
itemLayer.isOpaque = true
itemLayer.opacity = 1.0
itemLayer.anchorPoint = CGPoint()
self.addSublayer(itemLayer)
self.itemLayers.append(itemLayer)
if cornerRadius > 0.0, let cornersImage {
let gridPosition = CGPoint(x: CGFloat(x) / CGFloat(resolutionX), y: CGFloat(y) / CGFloat(resolutionY))
let sourceRect = CGRect(origin: CGPoint(x: gridPosition.x * (size.width), y: gridPosition.y * (size.height)), size: itemSize)
if sourceRect.intersects(topLeftCorner) || sourceRect.intersects(topRightCorner) || sourceRect.intersects(bottomLeftCorner) || sourceRect.intersects(bottomRightCorner) {
var clippedCornersRect = sourceRect
if clippedCornersRect.maxX > cornersImage.size.width {
clippedCornersRect.origin.x -= size.width - cornersImage.size.width
}
if clippedCornersRect.maxY > cornersImage.size.height {
clippedCornersRect.origin.y -= size.height - cornersImage.size.height
}
itemLayer.contents = cornersImage.cgImage
itemLayer.contentsRect = CGRect(origin: CGPoint(x: clippedCornersRect.minX / cornersImage.size.width, y: clippedCornersRect.minY / cornersImage.size.height), size: CGSize(width: clippedCornersRect.width / cornersImage.size.width, height: clippedCornersRect.height / cornersImage.size.height))
itemLayer.backgroundColor = nil
itemLayer.isOpaque = false
}
}
}
}
}
func update(positions: [CGPoint], bounds: [CGRect], transforms: [CATransform3D]) {
for i in 0 ..< self.itemLayers.count {
if i < positions.count && i < bounds.count && i < transforms.count {
let itemLayer = self.itemLayers[i]
itemLayer.position = positions[i]
itemLayer.bounds = bounds[i]
itemLayer.transform = transforms[i]
}
}
}
}
open class SpaceWarpNodeImpl: ASDisplayNode, SpaceWarpNode {
private final class Shockwave {
let startPoint: CGPoint
var timeValue: CGFloat = 0.0
init(startPoint: CGPoint) {
self.startPoint = startPoint
}
}
public var contentNode: ASDisplayNode {
return self.contentNodeSource
}
private let contentNodeSource: ASDisplayNode
private let backgroundView: UIView
private var currentCloneView: UIView?
private var meshView: STCMeshView?
private var gradientLayer: SimpleGradientLayer?
private var gradientMaskLayer: MaskGridLayer?
#if DEBUG
private var fpsView: FPSView?
#endif
private var link: SharedDisplayLinkDriver.Link?
private var shockwaves: [Shockwave] = []
private var resolution: (x: Int, y: Int)?
private var layoutParams: (size: CGSize, cornerRadius: CGFloat)?
override public init() {
self.contentNodeSource = ASDisplayNode()
self.backgroundView = UIView()
self.backgroundView.backgroundColor = .black
#if DEBUG && false
self.fpsView = FPSView(frame: CGRect(origin: CGPoint(x: 4.0, y: 40.0), size: CGSize()))
#endif
super.init()
self.addSubnode(self.contentNodeSource)
self.view.addSubview(self.backgroundView)
#if DEBUG
if let fpsView = self.fpsView {
self.view.addSubview(fpsView)
}
#endif
}
public func triggerRipple(at point: CGPoint) {
self.shockwaves.append(Shockwave(startPoint: point))
if self.shockwaves.count > 8 {
self.shockwaves.removeFirst()
}
if self.link == nil {
var previousTimestamp = CACurrentMediaTime()
self.link = SharedDisplayLinkDriver.shared.add(framesPerSecond: .max, { [weak self] _ in
guard let self else {
return
}
let timestamp = CACurrentMediaTime()
let deltaTime = max(0.0, min(10.0 / 60.0, timestamp - previousTimestamp))
previousTimestamp = timestamp
for shockwave in self.shockwaves {
shockwave.timeValue += deltaTime * (1.0 / CGFloat(UIView.animationDurationFactor()))
}
if let (size, cornerRadius) = self.layoutParams {
self.update(size: size, cornerRadius: cornerRadius, transition: .immediate)
}
})
}
}
private func updateGrid(resolutionX: Int, resolutionY: Int) {
if let resolution = self.resolution, resolution.x == resolutionX, resolution.y == resolutionY {
return
}
self.resolution = (resolutionX, resolutionY)
if let meshView = self.meshView {
self.meshView = nil
meshView.removeFromSuperview()
}
let meshView = STCMeshView(frame: CGRect())
self.meshView = meshView
self.view.insertSubview(meshView, aboveSubview: self.backgroundView)
meshView.instanceCount = resolutionX * resolutionY
}
public func update(size: CGSize, cornerRadius: CGFloat, transition: ComponentTransition) {
self.layoutParams = (size, cornerRadius)
if size.width <= 0.0 || size.height <= 0.0 {
return
}
self.contentNodeSource.frame = CGRect(origin: CGPoint(), size: size)
transition.setFrame(view: self.backgroundView, frame: CGRect(origin: CGPoint(), size: size))
let params = RippleParams(amplitude: 10.0, frequency: 15.0, decay: 8.0, speed: 1400.0)
if let currentCloneView = self.currentCloneView {
currentCloneView.removeFromSuperview()
self.currentCloneView = nil
}
let maxEdge = (max(size.width, size.height) * 0.5) * 2.0
let maxDistance = sqrt(maxEdge * maxEdge + maxEdge * maxEdge)
let maxDelay = maxDistance / params.speed
for i in (0 ..< self.shockwaves.count).reversed() {
if self.shockwaves[i].timeValue >= maxDelay {
self.shockwaves.remove(at: i)
}
}
guard !self.shockwaves.isEmpty else {
if let link = self.link {
self.link = nil
link.invalidate()
}
if let meshView = self.meshView {
self.meshView = nil
meshView.removeFromSuperview()
}
self.resolution = nil
self.backgroundView.isHidden = true
self.contentNodeSource.clipsToBounds = false
self.contentNodeSource.layer.cornerRadius = 0.0
if let gradientLayer = self.gradientLayer {
self.gradientLayer = nil
gradientLayer.removeFromSuperlayer()
}
if let gradientMaskLayer = self.gradientMaskLayer {
self.gradientMaskLayer = nil
gradientMaskLayer.removeFromSuperlayer()
}
return
}
self.backgroundView.isHidden = false
self.contentNodeSource.clipsToBounds = true
self.contentNodeSource.layer.cornerRadius = cornerRadius
#if DEBUG
if let fpsView = self.fpsView {
fpsView.update()
}
#endif
let resolutionX = max(2, Int(size.width / 40.0))
let resolutionY = max(2, Int(size.height / 40.0))
self.updateGrid(resolutionX: resolutionX, resolutionY: resolutionY)
guard let resolution = self.resolution, let meshView = self.meshView else {
return
}
if let cloneView = self.contentNodeSource.view.resizableSnapshotView(from: CGRect(origin: CGPoint(), size: size), afterScreenUpdates: false, withCapInsets: UIEdgeInsets()) {
self.currentCloneView = cloneView
meshView.contentView.addSubview(cloneView)
}
meshView.frame = CGRect(origin: CGPoint(), size: size)
if let shockwave = self.shockwaves.first {
let gradientMaskLayer: MaskGridLayer
if let current = self.gradientMaskLayer {
gradientMaskLayer = current
} else {
gradientMaskLayer = MaskGridLayer()
self.gradientMaskLayer = gradientMaskLayer
}
let gradientLayer: SimpleGradientLayer
if let current = self.gradientLayer {
gradientLayer = current
} else {
gradientLayer = SimpleGradientLayer()
self.gradientLayer = gradientLayer
self.layer.addSublayer(gradientLayer)
gradientLayer.type = .radial
gradientLayer.colors = [UIColor(white: 1.0, alpha: 0.0).cgColor, UIColor(white: 1.0, alpha: 0.0).cgColor, UIColor(white: 1.0, alpha: 0.2).cgColor, UIColor(white: 1.0, alpha: 0.0).cgColor]
gradientLayer.mask = gradientMaskLayer
}
gradientLayer.frame = CGRect(origin: CGPoint(), size: size)
gradientMaskLayer.frame = CGRect(origin: CGPoint(), size: size)
gradientLayer.startPoint = CGPoint(x: shockwave.startPoint.x / size.width, y: shockwave.startPoint.y / size.height)
let distance = shockwave.timeValue * params.speed
let progress = max(0.0, distance / min(size.width, size.height))
let radius = CGSize(width: 1.0 * progress, height: (size.width / size.height) * progress)
let endEndPoint = CGPoint(x: (gradientLayer.startPoint.x + radius.width), y: (gradientLayer.startPoint.y + radius.height))
gradientLayer.endPoint = endEndPoint
let maxWavefrontNorm: CGFloat = 0.4
let normProgress = max(0.0, min(1.0, progress))
let interpolatedNorm: CGFloat = 1.0 * (1.0 - normProgress) + maxWavefrontNorm * normProgress
let wavefrontNorm: CGFloat = max(0.01, min(0.99, interpolatedNorm))
gradientLayer.locations = ([0.0, 1.0 - wavefrontNorm, 1.0 - wavefrontNorm * 0.5, 1.0] as [CGFloat]).map { $0 as NSNumber }
let alphaProgress: CGFloat = max(0.0, min(1.0, normProgress / 0.15))
var interpolatedAlpha: CGFloat = alphaProgress
interpolatedAlpha = max(0.0, min(1.0, interpolatedAlpha))
gradientLayer.opacity = Float(interpolatedAlpha)
} else {
if let gradientLayer = self.gradientLayer {
self.gradientLayer = nil
gradientLayer.removeFromSuperlayer()
}
}
let itemSize = CGSize(width: size.width / CGFloat(resolution.x), height: size.height / CGFloat(resolution.y))
var instanceBounds: [CGRect] = []
var instancePositions: [CGPoint] = []
var instanceTransforms: [CATransform3D] = []
for y in 0 ..< resolution.y {
for x in 0 ..< resolution.x {
let gridPosition = CGPoint(x: CGFloat(x) / CGFloat(resolution.x), y: CGFloat(y) / CGFloat(resolution.y))
let sourceRect = CGRect(origin: CGPoint(x: gridPosition.x * (size.width), y: gridPosition.y * (size.height)), size: itemSize)
let initialTopLeft = CGPoint(x: sourceRect.minX, y: sourceRect.minY)
let initialTopRight = CGPoint(x: sourceRect.maxX, y: sourceRect.minY)
let initialBottomLeft = CGPoint(x: sourceRect.minX, y: sourceRect.maxY)
let initialBottomRight = CGPoint(x: sourceRect.maxX, y: sourceRect.maxY)
var topLeft = initialTopLeft
var topRight = initialTopRight
var bottomLeft = initialBottomLeft
var bottomRight = initialBottomRight
for shockwave in self.shockwaves {
topLeft = topLeft + rippleOffset(position: initialTopLeft, origin: shockwave.startPoint, time: shockwave.timeValue, params: params)
topRight = topRight + rippleOffset(position: initialTopRight, origin: shockwave.startPoint, time: shockwave.timeValue, params: params)
bottomLeft = bottomLeft + rippleOffset(position: initialBottomLeft, origin: shockwave.startPoint, time: shockwave.timeValue, params: params)
bottomRight = bottomRight + rippleOffset(position: initialBottomRight, origin: shockwave.startPoint, time: shockwave.timeValue, params: params)
}
/*topLeft = transformCoordinate(position: topLeft, origin: startPoint, time: self.timeValue, params: params)
topRight = transformCoordinate(position: topRight, origin: startPoint, time: self.timeValue, params: params)
bottomLeft = transformCoordinate(position: bottomLeft, origin: startPoint, time: self.timeValue, params: params)
bottomRight = transformCoordinate(position: bottomRight, origin: startPoint, time: self.timeValue, params: params)*/
let distanceTopLeft = length(topLeft - initialTopLeft)
let distanceTopRight = length(topRight - initialTopRight)
let distanceBottomLeft = length(bottomLeft - initialBottomLeft)
let distanceBottomRight = length(bottomRight - initialBottomRight)
var maxDistance = max(distanceTopLeft, distanceTopRight)
maxDistance = max(maxDistance, distanceBottomLeft)
maxDistance = max(maxDistance, distanceBottomRight)
var (frame, transform) = transformToFitQuad2(frame: sourceRect, topLeft: topLeft, topRight: topRight, bottomLeft: bottomLeft, bottomRight: bottomRight)
if maxDistance <= 0.005 {
transform = CATransform3DIdentity
}
instanceBounds.append(frame)
instancePositions.append(frame.origin)
instanceTransforms.append(transform)
}
}
instanceBounds.withUnsafeMutableBufferPointer { buffer in
meshView.instanceBounds = buffer.baseAddress!
}
instancePositions.withUnsafeMutableBufferPointer { buffer in
meshView.instancePositions = buffer.baseAddress!
}
instanceTransforms.withUnsafeMutableBufferPointer { buffer in
meshView.instanceTransforms = buffer.baseAddress!
}
if let gradientMaskLayer = self.gradientMaskLayer {
gradientMaskLayer.updateGrid(size: size, resolutionX: resolutionX, resolutionY: resolutionY, cornerRadius: cornerRadius)
gradientMaskLayer.update(positions: instancePositions, bounds: instanceBounds, transforms: instanceTransforms)
}
}
override open func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
if self.alpha.isZero || self.isHidden || !self.isUserInteractionEnabled {
return nil
}
for view in self.contentNode.view.subviews.reversed() {
if let result = view.hitTest(self.view.convert(point, to: view), with: event), result.isUserInteractionEnabled {
return result
}
}
let result = super.hitTest(point, with: event)
if result != self {
return result
} else {
return nil
}
}
}